Finish menu.s and eliminate TextColor
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@@ -16,7 +16,7 @@ struct MenuAction
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} func;
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};
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void box_print(u8 windowId, u8 fontId, u8 left, u8 top, const struct TextColor *color, s8 speed, const u8 *str);
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void box_print(u8 windowId, u8 fontId, u8 left, u8 top, const u8 *color, s8 speed, const u8 *str);
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void sub_8198070(u8 windowId, bool8 copyToVram);
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void SetWindowTemplateFields(struct WindowTemplate* template, u8 priority, u8 tilemapLeft, u8 tilemapTop, u8 width, u8 height, u8 palNum, u16 baseBlock);
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void SetWindowBorderStyle(u8 windowId, bool8 copyToVram, u16 tileStart, u8 palette);
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@@ -35,7 +35,7 @@ void CreateYesNoMenu(const struct WindowTemplate *windowTemplate, u16 borderFirs
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s8 ProcessMenuInputNoWrap_(void);
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void do_scheduled_bg_tilemap_copies_to_vram(void);
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void clear_scheduled_bg_copies_to_vram(void);
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void AddTextPrinterParameterized2(u8 windowId, u8 fontId, u8 x, u8 y, u8 letterSpacing, u8 lineSpacing, const struct TextColor *color, s8 speed, const u8 *str);
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void AddTextPrinterParameterized2(u8 windowId, u8 fontId, u8 x, u8 y, u8 letterSpacing, u8 lineSpacing, const u8 *color, s8 speed, const u8 *str);
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void sub_8197B1C(u8 windowId, bool8 copyToVram, u16 a2, u8 a3);
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void sub_81995E4(u8 windowId, u8 optionsNo, const struct MenuAction *actions, const u8 *actionIds);
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void sub_8197DF8(u8 windowId, bool8 copyToVram);
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@@ -93,5 +93,6 @@ void CreateRegionMapPlayerIcon(u16 x, u16 y);
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void CreateRegionMapCursor(u16 tileTag, u16 paletteTag);
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u8 *GetMapName(u8 *, u16, u16);
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bool32 sub_8124668(u8 mapSecId);
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u8 *sub_81245DC(u8 *dest, u16 mapSecId);
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#endif //GUARD_REGION_MAP_H
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@@ -75,6 +75,10 @@
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#define CHAR_NEWLINE 0xFE
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#define EOS 0xFF // end of string
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#define EXT_CTRL_CODE_COLOR 0x1
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#define EXT_CTRL_CODE_HIGHLIGHT 0x2
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#define EXT_CTRL_CODE_SHADOW 0x3
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#define TEXT_COLOR_TRANSPARENT 0x0
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#define TEXT_COLOR_WHITE 0x1
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#define TEXT_COLOR_DARK_GREY 0x2
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@@ -178,20 +182,6 @@ typedef struct {
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extern TextFlags gTextFlags;
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struct __attribute__((packed)) TextColor
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{
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u8 fgColor;
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u8 bgColor;
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u8 shadowColor;
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};
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struct AlignedTextColor // because sometimes it's necessary
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{
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u8 fgColor;
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u8 bgColor;
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u8 shadowColor;
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};
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extern u8 gStringVar1[];
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extern u8 gStringVar2[];
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extern u8 gStringVar3[];
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